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Avoid possible data race during access to the static local variable
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1 changed files with 2 additions and 2 deletions
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@ -353,11 +353,11 @@ namespace ESMTerrain
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std::string Storage::getTextureName(UniqueTextureId id)
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{
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// Goes under used terrain blend transitions
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static const std::string baseTexture = "textures\\tx_black_01.dds";
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static constexpr char baseTexture[] = "textures\\tx_black_01.dds";
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if (id.first == -1)
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return baseTexture;
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static const std::string defaultTexture = "textures\\_land_default.dds";
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static constexpr char defaultTexture[] = "textures\\_land_default.dds";
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if (id.first == 0)
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return defaultTexture; // Not sure if the default texture really is hardcoded?
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